The biggest thing that has been foiling my attempts to balance the existing Delphi ships is my shoddy test weapon values. I sat down and tried to do a bit of a balancing act on weapon abilities, and would like to present them to the forum for review. You guys will know weapon characteristics from Nova better than I, so I'd love some input. I know I've not included any speed or accuracy values, but for most of the scenarios in Delphi, those values will only affect player and AI strategy, not so much the straight damage-absorbing values of the hull and shield. No, these values will be used to directly calculate how long the average ship can survive under continuous fire from a given weapon (or several), so that both factions' armadas can be balanced accordingly.
Electromag I Shield: 5 Armour: 5 Delay: 15f DPS: 10 / 10
Electromag II Shield: 8 Armour: 10 Delay: 20f DPS: 12 / 15
Electromag III Shield: 12 Armour: 15 Delay: 25f DPS: 14 / 18
Missile I Shield: 0 Armour: 20 Delay: 60f DPS: 0 / 10
Missile II (Fast) Shield: 0 Armour: 22 Delay: 40f DPS: 0 / 16.5
Missile III (Capital) Shield: 0 Armour: 50 Delay: 60f DPS: 0 / 25
Missile IV (Shield) Shield: 100 Armour: 15 Delay: 150f DPS: 20 / 3
Nichron I Shield: 30 Armour: 40 Delay: 60f DPS: 15 / 20
Nichron II Shield: 50 Armour: 80 Delay: 85f DPS: 18 / 28
Nichron III Shield: 75 Armour: 120 Delay: 110f DPS: 20 / 32
The first two Electromags are the generic outfitter weapons, while the third is a gunship-grade military variant. Each increased version fires more slowly, but packs a heavier punch, typical of the conventional blasters in Nova. However, all the Delphi weapons are designed more for individual, well-placed shots. Most fighters can only survive a few sucessive rounds, so expertise of the pilot is essential. As you already know, though, shields recharge frighteningly fast on all of the Delphi ships, so you really have to make sure you keep your guns trained on the enemy. Simply auto piloting and holding the spacebar won't win most fights. The higher-end artillery weapons are also quite a large amount more powerful, but remember that they decay over distance (except for a few terrifying and expensive newer models). Capital ships love to get nice and close on an enemy's aft, because they are shielded from artillery while delivering painful volleys of their own. This allows massive capital ships to remain in place and simply rain loads of fire onto enemies from range, while faster cruisers and destroyers can close distance and deliver nearly equal power at closer range. Again, auto pilot plus spacebar doesn't win every battle, even when you have loads of artillery at your command. You need to pick your optimum safe - but lethal - distance during a fight, and try to maintain that while protecting your own blind spots. Screening fighters and turrets are a must in most cases.
I think the desired strategic result is sound, but once again, I defer to your experiences with plugs for guidance.
Oh, and the missiles are all specialized for certain things. The first is your typical fighter/gunship missile, firing at a slow rate but passing through enemy shields and giving you the occasional hard punch with a good strong impact. It's powerful against larger ships than yourself and can help ward off a pesky light cruiser, but missiles are expensive and the launchers/racks are heavy. In larger ships, these tubes simply appear in greater number. The second is seen mostly on missile-based fast cruisers, which swoop in, deliver a nasty volley, and then dart back out again. The firing rate is higher, and they do slightly more damage. They also fire in volleys, enabling the hit-and-run tactics mentioned. The third is a capital version of the first one, with big heavy missiles. The launcher is obviously quite a large amount heavier though, as are the missiles. The fourth and last is a specialized missile carried by almost any ship capable of hauling it, designed to fire very slowly but to cripple shields upon impact. A small ship can deliver actual damage to a capital hull by bombing it with one of these and then opening up on the guns.
Not pictured is the continuous Electromag, which pulses at a high rate of speed but a low DPS. It's carried most effectively by the NDC Scimitar fighter, which likes to get in really close and pummel a ship to death in a frighteningly personal manner. These are ships you do not at all want getting close to you. If you can destroy them from a distance, then all the better your chances for survival.